Loot Subtables

Books & Maps

3d6 Books & Maps Value Inv
3 Accurate map of dungeon level or region X pack 1
4 Accurate map of a small region or set of rooms X pack 1
5 Accurate map of a single, nearby area or room X pack 1
6 Correspondence between an adversary and their ally (note letter’s language) X pack 1
7 Monograph containing prophesy in an ancient tongue X pack 1
8 Dwarven chronicle of a lost settlement X pack 1
9 Detailed description of a monster's Nature written by a forgotten philosopher X pack 1
10 Cyclopedia 3D pack 2
11 Book of myths 2D pack 1
12 Bestiary 3D pack 2
13 Romance 2D pack 1
14 Puzzle book that reveals the location of a secret X pack 2
15 Map of location of a tomb containing a magical artifact X pack 1
16 Map of location of a crypt containing lost treasures X pack 2
17 Tome of ancient lore in a forgotten tongue X pack 3
18 Lost spell book(s): containing 2d3 spells of circles 2 through 4 (game master’s choice) X pack 2

Tome Of Ancient Lore

1d6 Tome of Ancient Lore Inventory
1 Recipes for magical potions pack 3
2 Characteristics of enchanted items pack 3
3 Dweomers of spells (+1D Arcanist gear) pack 3
4 Pantheons of Immortals (+1D Theologian gear) pack 3
5 Nature of living things (+1D Lore Master and Healer gear) pack 3
6 Structure and components for a heretofore unknown spell pack 3

Gear

3d6 Gear
3 Hidden valuables. Roll on Treasure & Valuables 2
4 Rare item. Roll 1d6: 1: thieves’ tools, 2: ladder, 3: holy water, 4: wolfsbane, 5: musical instrument, 6: grappling hook
5 Battle regalia. Helmet or shield, game master chooses
6 Sacks and such. Roll 1d6: 1: large sack, 2: small sack, 3: purse, 4: satchel, 5: backpack, 6: chest
7 Fortunate food. Roll 1d3 amount and 1d6 type: 1: forage, 2: game, 3: fresh rations, 4: preserved rations, 5: garlic, 6: salt block (pack 1)
8 Equipment. Roll 1d6: 1: iron spikes, 2: hammer, 3: pry bar, 4: chalk, 5: rope, 6: tinderbox
9 Light source. Roll 1d3 for amount and 1d6 for type: 1-4: candles, 5: torches, 6: flasks of oil
10 Supplies. Roll 1d6: 1-4: skill supplies, 5: spell materials, 6: sacramentals
11 Clothing. Roll 1d6: 1: cloak, 2: hat, 3: wool sweater, 4: shoes, 5: belt or bandolier, 6: boots
12 Bottles and barrels. Roll 1d6: 1: waterskin, 2: clay pot, 3: wooden canteen, 4: bottle, 5: jug, 6: barrel
13 Weapon. Either a weapon used by the opponent encountered or roll on the Weapons subtable
14 Tools. Skill gear or tools, game master chooses
15 Armor. Roll 1d6 for type: 1-4: leather, 5: chain, 6: plate
16 Animal. Dog, mule, cat or starved horse, game master chooses
17 Hidden dwarven or elven weapon. Roll on Weapons subtable for type
18 Hidden dwarven or elven armor. Roll 1d6 for type: 1-4: leather, 5: chain, 6: plate

Stuff

3d6 Stuff
3 Vile cult symbols
4 Bag of rocks
5 Bones
6 String
7 Dried leaves
8 Some teeth
9 Lint
10 Worthless coins of unknown provenance
11 Indecipherable notes
12 Rusty keys
13 An idol for an unknown religion
14 A child’s dolly or puppet
15 A tool of unknown use
16 Dice
17 A rusty nail
18 A chipped bowl or cup

Magic Subtable

2d6 Magic Subtable
2 Cursed item. Roll again on the Cursed Item subtable
3 Wards and charms. Roll 1d6: 1-2: Drowner’s Friend, 3-4: Jade Ward, 5: Amulet of Stars, 6: Aegis Bracers
4 Staves and wands. Roll 1d6: 1-2: Wizard’s Staff, 3-4: Wand of Unbinding, 5-6: Dowsing Rod
5 Spell book: 1d3 circles of spells (game master’s choice)
6 Enchanted clothing. Roll 1d6: 1: cloak, 2: hat, 3: wool sweater, 4: shoes, 5: belt or bandolier, 6: boots
7 Potion. Roll on Potions subtable
8 Scroll. Roll 1d6: 1-2: 1st circle, 3-4: 2nd circle, 5: 3rd circle, 6: 4th circle
9 Relic. Roll 1d6: 1-4: minor, 5: named relic, 6: great relic
10 Magical gear. Roll 1d6: 1: Horn of Drenge, 2: Burglar’s Gloves, 3: Elven Rope, 4: Girdle of Troll Might, 5: Haversack of Holding, 6: Elven Cloak
11 Enchanted weapon. Roll 1d6: 1: Mind Sword, 2-3: Blood-Seeking Sword, 4: Celestial Mace, 5: Slaughterer’s Friend, 6: elven or dwarven weapon (see the entry below the Gear subtable)
12 Enchanted armor. Roll 1d6: 1: shield, 2: helmet, 3: leather, 4: chain, 5: plate, 6: Forge Mask

Weapons Subtable

3d6 Weapons Subtable
3 Crossbow
4 Bow
5 Battle axe
6 Dagger
7 Flail
8 Mace
9 Shield
10 Staff
11 Hand axe
12 Spear
13 Sword
14 Sling
15 Polearm
16 Halberd
17 Great sword
18 Staff

Potions Subtable

2d6 Potions Subtable Draughts Inventory
2 Poison 1 pack 1
3 Dragon’s Breath 1 pack 1
4 Sovereign Remedy 1d3 pack 1 per draught
5 Theriac 1d2+1 pack 1 per draught
6 Soothing Draught 1d3 pack 1 per draught
7 Soldier's Friend 1d2+1 pack 1 per draught
8 Faerie Wine 1d2+1 pack 1
9 Liquor of Courage 1d3 pack 1 per draught
10 Philter of Vigor 1d3 pack 1 per draught
11 Effervescent Tonic 2 pack 1
12 Giant's Blood 1d2 pack 1 per draught

Cursed Items Subtable

2d6 Cursed Items Subtable
2-5 Cursed weapon. Reduces wielder’s Might by 1; must be wielded in combat; cannot be discarded until the curse is removed.
6-7 Poison. Appears as another potion; acts as poison when used.
8 Cursed amulet. Worth 1D (worn/neck). It cannot be voluntarily removed except to be given away to anyone who asks for food, shelter or money. It can be stolen or taken by force.
9 Cursed scroll. Appears as standard first circle spell, but when used it has no effect but to empty the magician's memory palace, causing the dreaded Temerarious Discharge.
10 Cursed gem. See entry under the Gems subtable.
11 Cursed armor. Offers no protection but looks great (and even counts as Finery in courtly situations). Cursed armor must be worn at all times; it may not be discarded until the curse is removed.
12 Cursed equipment. -1s to an appropriate skill test. Item must be used when testing related skill and cannot be discarded until the curse is removed.

Treasure And Valuables 1

2d6 Treasure and Valuables 1
2-3 Jewelry Subtable 1
4-8 Coins Subtable 1
9-10 Gem Subtable 1
11-12 Books & Maps Subtable

Treasure And Valuables 2

2d6 Treasure and Valuables 2
2-4 Jewelry Subtable 1
5-6 Coins Subtable 1
7-8 Coins Subtable 2
9-10 Gems Subtable 1
11 Books & Maps Subtable
12 Potions Subtable

Coins Subtable 1

1d6 Coins Subtable 1 Value Inventory
1-3 Small sack of copper coins 1D pack 2
4-5 Pouch of silver coins 1D pack 1
6 Pouch of gold coins 2D pack 1

Coins Subtable 2

1d6 Coins Subtable 2 Value Inventory
1 Small sack of copper coins 1D pack 2
2 Small sack of silver coins 2D pack 2
3 Small sack of gold coins 4D pack 2
4 Large sack of copper coins 3D pack 6
5 Satchel of silver coins 3D pack 3
6 Satchel of gold coins 6D pack 3

Gem Subtable 1

2d6 Gem Subtable 1 Value Inventory
2 Cursed gem 8D pack 1
3 Pouch of precious stones (3) 9D pack 1
4 Chipped semiprecious stone 1D pocket
5 Fine semiprecious stone 2D pocket
6-7 Fine precious stone 3D pocket
8 Chipped precious stone 3D pocket
9 Pouch of semiprecious stones (3) 6D pack 1
10 Box of semiprecious stones (6) 12D pack 2
11 Box of precious stones (6) 18D pack 2
12 Magical Gems subtable 3D pocket

Jewelry Subtable 1

2d6 Jewelry Subtable 1 Value Inventory
2-3 Brooch 4D worn/cloak 1 or pocket
4 Ring 5D worn/hands 1 or pocket
5 Bracelet 3D worn/hands 1 or pocket
6 Pendant 2D worn/neck or pocket
7 Amulet 1D worn/neck or pocket
8 Buckle 2D belt 1 or pocket
9 Jeweled pin 3D worn/cloak 1 or pocket
10 Armband 4D upper arm 1
11 Necklace 5D worn/neck or pocket
12 Gold tooth 2D mouth 1 or pocket

Magical Gems Subtable

1d6 Magical Gems Subtable
1 Mind Gem: Peering through this gem grants +2D to find hidden, secret or concealed people or items. It also reduces light to dim light and dim light to darkness when peering through it.
2 Radiant Gem: This gem emits a constant, steady, silvery glow. The glow is equivalent to a candle, but can never be doused.
3 Blood Gem: If sewn into living flesh, this gem grants an additional wise related to a monster, creature or people. Embedding the gem in flesh imposes the injured condition that cannot be treated or recovered from, Grit your teeth to eliminate the penalty. Removing the gem removes the wise.
4 Soul Gem: Those who die while in possession of this gem find their souls trapped within it, rather than passing on to the Dry Lands.
5 Beguiling Gem: If sewn into your raiment for all to see, this gem grants the Beautiful trait at level 2 (and does not count against the four trait limit). Each beneficial use of the trait ages the bearer one year. Lose the gem and lose the trait, but retain the years.
6 Eldritch Gem: This gem contains 1d3 spells (game master’s choice). Activating a spell costs a turn or check. Once all spells are activated, the gem crumbles to dust. If dipped in water at any time, the gem dissolves, releasing any spells held within it in 1d6 turns.